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Based on our earlier discussion on the previous page, I proposed a different system:I think we still need to work on the ratio of boarders etc. I haven't touched that yet. I've only changed the levels now to be depended of the shipclass again.
That doesn't take into account "ship tier" at all. Should it? I figure that is included in the "crew counts".Let me think if I can come up with a "final" approach here.... How about:
Boarder Level = Player Level scaled by Difficulty (Journeyman = 1.0)
Boarder Type = based on captain type:
- NAVY: "guard" with focus is 100% on fighting skills, so toughest possible enemies
- PIRATE: "abordage" with focus halfway on fighting skills, so medium enemies
- MERCHANT: "citizen" (or possibly a new "sailor" type?) with focus NOT at all on fighting skills, so easiest possible enemies
Boarder HP Bonus = value based on ratio between ship morales.
OPTIONAL: Include ratio of boarding skills.
There should be a min/max limit on how much this can be scaled so that enemies aren't too strong/weak.
This limit can be skipped for Swashbuckler.
Number of Boarders = based on ratio between crew sizes.
There should be a limit so this ratio is never more than 1:3. This limit can be skipped for Swashbuckler.
Boarder Weapons = based on captain type:
- NAVY: Get period-correct soldier weapons. Could make for excessive loot, but these are ALSO the toughest enemies, so having a larger reward is OK.
- PIRATE and MERCHANT: Get random weapons based on nation.
Does that sound about right?
@Levis, what of the above can you take take of and when might you be able to get something done for this?
I may be able to look into adding the remainder over the weekend. Perhaps....
Depending on how it goes, I may be able to do some further work on this over the weekend.The bonus HP is still on my todolist.
Depending on how it goes, I may be able to do some further work on this over the weekend.
I intend to move towards that system I described earlier. If you think I need to do it differently, better say so soon.
For a HP bonus to take effect, does it need to be added before a character is fully initialized or can it be done later too?
Should be possible to do later, right? That is needed for the apothecary too, after all.
And that might make it relatively easy to add, once I find the right spot to add it and a good formula for it.
OfficerTypes.(type).crewtype = OFFIC_TYPE_CIVILIAN;
I think the boarder level should be depended of the captain which is depended on off the ship tier. So higher tier ships have better crew. This means early in game you will probably attack smaller ships and the higher you get the larger ships you can get.Let me think if I can come up with a "final" approach here.... How about:
Boarder Level = Player Level scaled by Difficulty (Journeyman = 1.0)
This is done now.Boarder Type = based on captain type:
- NAVY: "guard" with focus is 100% on fighting skills, so toughest possible enemies
- PIRATE: "abordage" with focus halfway on fighting skills, so medium enemies
- MERCHANT: "citizen" (or possibly a new "sailor" type?) with focus NOT at all on fighting skills, so easiest possible enemies
Or just have a HP bonus based on the moral of the ship, So your crew also gets a HP bonusBoarder HP Bonus = value based on ratio between ship morales.
What?OPTIONAL: Include ratio of boarding skills.
There should be a min/max limit on how much this can be scaled so that enemies aren't too strong/weak.
This limit can be skipped for Swashbuckler.
There is lots of stuff happening with this and I haven't had time to decypher it.Number of Boarders = based on ratio between crew sizes.
There should be a limit so this ratio is never more than 1:3. This limit can be skipped for Swashbuckler.
Have fun with this .Boarder Weapons = based on captain type:
- NAVY: Get period-correct soldier weapons. Could make for excessive loot, but these are ALSO the toughest enemies, so having a larger reward is OK.
- PIRATE and MERCHANT: Get random weapons based on nation.
If you look in my new files there is an offic type sailor. Each captain has a crew type.Also @Levis: What if we change this line for merchant captains to OFFIC_TYPE_SAILOR?
Code:OfficerTypes.(type).crewtype = OFFIC_TYPE_CIVILIAN;
Which also means that those sailors do need some sort of importance for Fencing.
Just less than the other types of boarding crew.
How do "importance" and "noncontribchance" relate to each other?
But higher tier ships already have MORE crew. Isn't that enough of a bonus?I think the boarder level should be depended of the captain which is depended on off the ship tier. So higher tier ships have better crew. This means early in game you will probably attack smaller ships and the higher you get the larger ships you can get.
Except the player doesn't get affected by that. So if you have a huge morale, your own crew may get higher HP than you.Or just have a HP bonus based on the moral of the ship, So your crew also gets a HP bonus
Imagine having a character with base HP of 100 but that is scaled all the way down to 10 or even negative numbers.What?
Should not be so hard. Just call GiveSoldierWeapon on boarders of navy ships only.Have fun with this .
I saw that. But "sailor" isn't used as boarder type yet, so I thought we should make use of that.If you look in my new files there is an offic type sailor. Each captain has a crew type.
So that affects PERKS only and not skills? Thanks.noncontribchance determines the chance the character has to pick a perk which he doesn't contribute.
They dont have that much more crew. its more decks. But you can heal in between so you just have to fight trough more battles but they aren't harder.But higher tier ships already have MORE crew. Isn't that enough of a bonus?
but they are also a lot more stupid . And if you want to board multiple ships it's nice if your crew doesn't fall.Except the player doesn't get affected by that. So if you have a huge morale, your own crew may get higher HP than you.
Imagine having a character with base HP of 100 but that is scaled all the way down to 10 or even negative numbers.
Don't want that.
figured as much. I think it might even be set up already to work.Should not be so hard. Just call GiveSoldierWeapon on boarders of navy ships only.
I think everything else is already in place as it is the same ashore as well.
I saw that. But "sailor" isn't used as boarder type yet, so I thought we should make use of that.
But then they DO need an importance for fencing, which right now isn't there I think?
They DO get more crew if we use the ratios. So if you're technically outnumbered, you WILL be outnumbered.They dont have that much more crew. its more decks. But you can heal in between so you just have to fight trough more battles but they aren't harder.
Even in mid-battle, you can use potions with the C-key. I think enemies can too, but they're probably never as well-supplied.Unless you are forced to go to the next deck within X seconds after the last enemy falls the more decks is mostly an annoyance it doesn't make it that much harder.
Would the navy boarders now be "soldier type"? With "issoldier = true" and everything?figured as much. I think it might even be set up already to work.
void SetUpCharacterWeapons(ref chr)
{
if (CheckAttribute(chr,"itemtrade")) return; // PB: Merchants shouldn't equip their own stock
if (isSoldier(chr) != UNKNOWN_NATION) GiveSoldierWeapon(chr, makeint(GetAttribute(chr, "nation"))); // PB: Re-Update Soldier Weapons
I've already made my suggestions. As far as I'm concerned, those should be enough.I am going to work on this very soon so if people want to comment on it do it now!
@Levis: The post I quoted above is what we decided on last time. It appears that not all of that is currently the case.Based on our earlier discussion on the previous page, I proposed a different system:
That doesn't take into account "ship tier" at all. Should it? I figure that is included in the "crew counts".Let me think if I can come up with a "final" approach here.... How about:
Boarder Level = Player Level scaled by Difficulty (Journeyman = 1.0)
Boarder Type = based on captain type:
- NAVY: "guard" with focus is 100% on fighting skills, so toughest possible enemies
- PIRATE: "abordage" with focus halfway on fighting skills, so medium enemies
- MERCHANT: "citizen" (or possibly a new "sailor" type?) with focus NOT at all on fighting skills, so easiest possible enemies
Boarder HP Bonus = value based on ratio between ship morales.
OPTIONAL: Include ratio of boarding skills.
There should be a min/max limit on how much this can be scaled so that enemies aren't too strong/weak.
This limit can be skipped for Swashbuckler.
Number of Boarders = based on ratio between crew sizes.
There should be a limit so this ratio is never more than 1:3. This limit can be skipped for Swashbuckler.
Boarder Weapons = based on captain type:
- NAVY: Get period-correct soldier weapons. Could make for excessive loot, but these are ALSO the toughest enemies, so having a larger reward is OK.
- PIRATE and MERCHANT: Get random weapons based on nation.
Does that sound about right?
@Levis, what of the above can you take take of and when might you be able to get something done for this?
I may be able to look into adding the remainder over the weekend. Perhaps....
Of course the 1:3 max ratio will be in favour of the player as long as you've got a VASTLY smaller ship.